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    Need Help with Actor and Blueprint Communication

    Ok, I have created a Line Trace off my FPS Camera by following this tutorial here (Single Line Trace) - https://docs.unrealengine.com/latest...nts/index.html

    This trace is working great and I'm getting a print of the objects I'm looking at. What I want to happen now is when a certain object is looked at (StaticMeshActor called "Paint_Button"), I want it to turn on the visibility of a Blueprint actor in my scene called "Paint_Colors". But I am uncertain how to link from my LineTraceByChannel to basically say if Hit Actor = Paint_Button, set Paint_Colors visibility to true.

    Basically I'm trying to get the Paint_Colors actor to turn on when the Camera looks at the button called Paint_Button. Below is a screenshot of my FPSCamera setup where the Trace is working, but the If Branch and Toggle Visibility are disconnected as I am uncertain what steps to take next. Any help is greatly appreciated!


    Eldridge Felder

    Animation/Visualization Manager
    WorthGroup Architects

    #2
    you can add a tag to the object in the level editor...type tag in the details panel with the mesh selected...add a tag and see if actor contains tag "whatever tag you add" and Branch from the True or False there...
    But I'd make a Blueprint Actor off of the Paint_Button Mesh and once you hit it with that line trace above Cast to actor "Paint_Button" and it'll give a for the the most part also a true or false (where false is Cast failed) and you can on true set Paint_colors visibility to true....you've options.....

    Streams: www.Twitch.tv/BlinkTheory
    Patreon: www.Patreon.com/BlinkTheory

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      #3
      Originally posted by President View Post
      you can add a tag to the object in the level editor...type tag in the details panel with the mesh selected...add a tag and see if actor contains tag "whatever tag you add" and Branch from the True or False there...
      But I'd make a Blueprint Actor off of the Paint_Button Mesh and once you hit it with that line trace above Cast to actor "Paint_Button" and it'll give a for the the most part also a true or false (where false is Cast failed) and you can on true set Paint_colors visibility to true....you've options.....
      President,
      I'm trying your suggestion, but once I convert my Paint_Button to a blueprint, I do not know what to tell my line trace to look for when it Hits the Paint_Button actor. Can you clarify how the nodes from my Break Hit Result will have a true/false output when it hits the Paint_Button?
      Eldridge Felder

      Animation/Visualization Manager
      WorthGroup Architects

      Comment


        #4
        is there anything in your Paint_Button Blueprint that has collision....make sure it blocks visible...from your hit actor drag that off to "Cast to Paint_Button" cast failed is false...
        Add a collision capsule, box, or sphere if you have no current collision and make sure it has the channel visible set to block...either way just make sure something returns a block to the visible trace you shoot out so it can return the Blueprint actor...post some screenshots if you run into any problems and hopefully we'll get this figured out....

        Streams: www.Twitch.tv/BlinkTheory
        Patreon: www.Patreon.com/BlinkTheory

        Comment


          #5
          President,

          Thank you for responding. Currently my Paint_Button Blueprint is only a static Sphere object. But the blueprint has a single Variable that goes to "Paint_Colors". I'll try to figure out your instructions tonight. But I have attached more screenshots of what I have.





          Eldridge Felder

          Animation/Visualization Manager
          WorthGroup Architects

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